SummaryAccording to The Lisbon Strategy, Europe should become the most competitive and dynamic knowledge-based economy in the world. The Lisbon conclusions stressed the central role of education and training as the main instrument to increase human capital. Most of the managers are only partially satisfied with the training of the employees. The main reason why employers consider training as not sufficiently effective is - lack of Training institutions capable to carry out effective training; Inability to apply new knowledge in practice; Lack of employee interest, etc. Analyzing so far available materials and good practises of a number of training providers the most effective methods for diminishing the gap between theory and practise is using experiential methods based on ICT, like virtual games. However virtual games are still an innovation to be transferred to CEEC.

The specific project aim was to embed Strategic Management Virtual Games within Consortium business education through enhancing trainers’ competencies to create virtual reality and use it on strategic management training.

Overall aim was to transfer experiential and innovative teaching methods based on ICT, contributing to the quality of strategic management education.

The objectives of the project were:

• To assess the actual competence of the selected trainers for using Virtual Games in Strategic Management.

• To train 25 trainers on teaching Strategic Management Games,

• To develop 8 cases ready to use in Virtual Games,

• To develop teaching notes for the games and pilot 8 games training a group of managers on Strategic Management,

• To amend the 8 games according to the feedback after the pilot training,

• To develop the textbook and an article on using ICT in teaching process,

Partners by their professional experience represent: ISM University of Management and Economics, LT - Business University as institution transferring the innovative teaching methods to the adult education, Navigator Consulting Partners, UK – field strategic management consulting, as well as representative of the enterprises for contributing for the development and piloting virtual games, Wielkopolska Chamber of Commerce and Industry for bridging education and business. Partners have professional trainer training, management education, research, as well as dissemination experience and are proficient in project management. The project results were: 25 trained trainers, 8 Virtual Games in English, Polish and Lithuanian languages, textbook for using ICT in strategic management, one article in the Baltic Journal of Management, as well as 2 international conferences. The project duration was 24 month.

DescriptionManagers, entrepreneurs and businessman argue that education institutions are distant from the real world of economy while provided education does not match the needs of enterprises. The results of research in enterprises shows that most of the managers were only partially satisfied with the training of the employees. Therefore, one of the priority of the project was decreasing the distance between education theory and business practice. Students and employee who enter the labour market are not properly motivated, they have lack of interest, lack of professional skills as well as lack adopting abilities and creative thinking.
There are only a few education providers that use virtual reality during the training. Meanwhile young people, very well acquainted with informatics issues and communication technologies require new approach in teaching. In US in 1997 a report to the National Science Foundation stated that "VR improves learning . . . by providing the learners with new, direct experiences of phenomena they could not have experienced before, either in direct interaction with the real world or using other technologies". In Europe virtual schools are insolate, especially in Central and East European Member States. It is still an innovation that has to be transferred. Very fast development of the region requires also diminishing the gap between teaching methods used across the EU.
Overall aim of the project was to transfer experiential and innovative teaching methods based on ICT, contributing to the quality of strategic management education.
The specific project aim was to embed strategic management Virtual Games within Consortium business education through enhancing trainers’ competencies to create virtual reality and use it on strategic management training.
The objectives of the project were:
• To assess the actual competence of the selected trainers for using virtual games in strategic management,
• To train 25 trainers on teaching Strategic Management Games,
• To develop 8 cases ready to use in Virtual Games,
• To develop teaching notes for the games and pilot 8 games training a group of managers on Strategic Management,
• To amend the 8 games according to the feedback after the pilot training,
• To develop the textbook and an article on using ICT in teaching process,
• Disseminate results of the project in 2 international conferences,
Virtual Games which simulate the real-world situations in the classroom should help students develop critical-thinking skills and enhance their understanding of the economy, particularly in strategic management area. Students, managers and entrepreneurs should more likely solve typical problems that occur in real business life, react more rational to environment threats, choose right solutions for enterprises development.
Using virtual games as a teaching method becomes more and more attractive for students but also for adult. Some countries in Europe have created Virtual School (Austria, Netherlands), some more use ICT during training (initiatives of Netd@ys Europe, Xplora, myEurope). Teachers argue that using virtual reality to simulate real business situation, is one of the most effective ways to prepare employee or entrepreneur for working and doing business. However, in Central and East European Countries, it is still an innovation that has to be transferred.

Product informationR.1. Competence analysis and confirmation of Strategic Management Virtual Game topics.
R.2. Developed Virtual Game cases on Strategic Management in Poland and Lithuania
R.3. Teaching notes for developed Virtual Games on Strategic Management
R.4. Revised 8 Virtual Game on Strategic Management
R.5. Revised teaching notes for Strategic Management Virtual Games
R.6. Article in the international magazine
R.7. Textbook on Strategic Management Virtual Game method

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